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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
03813 Graphics Minor Always Apr 14, 2010, 11:08 Apr 15, 2010, 20:57
Tester abelardator2 View Status Public Platform
Assigned To Haze Resolution Fixed OS
Status [?] Resolved Driver
Version 0.137u2 Fixed in Version 0.137u3 Build
Fixed in Git Commit Github Pull Request #
Summary 03813: shadoww, shadowwa, gaiden, ryukendn, ryukendna: Lost blending effect
Description When an enemy dies this is on the floor with a transparency effect in the real pcb. In MAME flashes.
Steps To Reproduce
Additional Information
Github Commit
Flags Verified with Original
Regression Version
Affected Sets / Systems shadoww, shadowwa, gaiden, ryukendn, ryukendna
Attached Files
jpg file icon A2.jpg (171,137 bytes) Apr 14, 2010, 11:08
jpg file icon A3.jpg (171,393 bytes) Apr 14, 2010, 11:09
jpg file icon A4.jpg (182,959 bytes) Apr 14, 2010, 11:09
jpg file icon A5.jpg (179,334 bytes) Apr 14, 2010, 16:04
jpg file icon A6.jpg (187,786 bytes) Apr 14, 2010, 16:05
jpg file icon A7.jpg (183,525 bytes) Apr 14, 2010, 16:05
? file icon HPIM1087.MPG (3,734,990 bytes) Apr 14, 2010, 16:06
? file icon HPIM1092.MPG (4,294,608 bytes) Apr 14, 2010, 16:07
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Notes
8
User avatar
No.05972
Haze
Senior Tester
Apr 14, 2010, 11:58
given the context (other games in the driver support transparency effects) this makes sense, although tests for such effects on real monitors can be deceptive, as flickering effects can appear as transparency effects due to properties of the monitor, rather than the game

(for example, there are still people who claim MAME's NeoGeo emulation is wrong because the shadows flicker instead of being transpraent, when actually it's correct)

anyway, in this case

if ((attributes & 0x20) && (video_screen_get_frame_number(machine->primary_screen) & 1))
goto skip_sprite;

should probably enable it instead of flickering (as it does for Raiga)
User avatar
No.05973
abelardator2
Tester
Apr 14, 2010, 12:05
I think there is a transparent effect, I have watched carefully. For example is very different from the flicker that occurs when the player is beaten and recover, to when the player or enemy die.
User avatar
No.05974
Haze
Senior Tester
Apr 14, 2010, 12:41
edited on: Apr 14, 2010, 12:43
yeah.. in this case it should almost certainly be a transparency (well, a pen manipulation effect), we know Tecmo had transparency effects on their hardware of this period (Super Pinball Action, Raiga, and now this)

It makes sense.

How do the 'transparent' sprites interact with other sprites? what happens if 2 transparent ones overlap (nothing I'm assuming, but it would be good to know)

If there any other use of transparency missing in this game? (Raiga can do the effect on tilemaps too)
User avatar
No.05975
abelardator2
Tester
Apr 14, 2010, 13:02
edited on: Apr 14, 2010, 13:04
Attempts to make a new photos with 2 enemies dead together. I have not seen any similar effect more, I think for the rest is correct. Use a good quality CRT TV, and the image is very accurate.
User avatar
No.05976
abelardator2
Tester
Apr 14, 2010, 16:08
I upload new photos and two videos.
User avatar
No.05977
Haze
Senior Tester
Apr 14, 2010, 16:16
ok, thanks. I'll see what I can do with it.
User avatar
No.05978
Haze
Senior Tester
Apr 15, 2010, 19:45
fwiw I've implemented this by merging it to use the same code as Raiga. The effect seems darker than these screenshots tho, which surprises me, because it's a palette number manipulation effect, rather than a blending effect, which means the colour level isn't up to me.

I'm also not 100% sure about the priority.
User avatar
No.05979
abelardator2
Tester
Apr 15, 2010, 20:57
Ok, this is great. If you need some photos or video with better quality, let me know. Thanks for solving this.